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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-13 00:24:24 +02:00

1046 Commits

Author SHA1 Message Date
XProger
ff313dabd0 #23 split rooms geometry for alpha-test; warm up shader cache; shader optimizations 2017-03-10 06:23:18 +03:00
XProger
d446887003 #23 shader cache load/save for binary shaders 2017-03-09 04:40:15 +03:00
XProger
e57e2e2e9d #23 on demand shader compilation, alpha test & clip plane in shader; #15 fix context backbuffer format 2017-03-07 05:47:15 +03:00
XProger
4e5e5c7ed9 #23 cache modules refactoring 2017-03-07 04:18:52 +03:00
XProger
139989107c #15 android project 2017-03-07 01:41:11 +03:00
XProger
6e6ed3b2d0 #23 uber-shaders 2017-03-05 23:59:19 +03:00
XProger
1849874dae #3 fix movable blocks distance check 2017-02-21 11:35:06 +03:00
XProger
8ffbd2fb19 #3 fix onwater height and slide into water 2017-02-20 01:30:45 +03:00
XProger
c99c2716a5 #3 fix onwater / waterout bug 2017-02-20 00:33:08 +03:00
XProger
57fc3f44f1 #9 fix listener params for first person view 2017-02-19 06:32:47 +03:00
XProger
a7e19b66dd #9 sound reverberation 2017-02-19 05:50:06 +03:00
XProger
299a6f4f52 #9 fix static sounds (no free channels message) 2017-02-17 04:21:13 +03:00
XProger
d56c2ecab6 Merge branch 'master' of https://github.com/XProger/OpenLara 2017-02-17 04:03:43 +03:00
XProger
f7b8568e44 #3 fix hang reach state; add hang swing animation 2017-02-17 04:03:03 +03:00
XProger
d53e10a878 #23 fix water shaders for NVIDIA cards 2017-02-16 21:29:19 +03:00
XProger
c2aac325b7 #3 fix align to movable block 2017-02-16 02:46:54 +03:00
XProger
d9fce4457d #3 underwater acceleration and tilt; #4 new collision detection system for walls (slide and rotate along walls); #8 first person view mode (V key); auto-rotate camera to the back while moving 2017-02-15 04:11:26 +03:00
XProger
ab89e08549 #3 fix frames for stop, ascent, descent animations; #23 fix negate ambient 2017-02-10 02:28:39 +03:00
XProger
ce83f7a333 #23 ponytail 2017-02-09 07:00:22 +03:00
XProger
86cf3f8db9 #23 add bubbles, fix water refraction quality 2017-02-08 03:40:38 +03:00
XProger
4c9ea91744 #23 underwater fog 2017-02-07 05:46:14 +03:00
XProger
492cec1b79 fix playSound(SND_SECRET) crash for PSX levels 2017-02-06 04:56:14 +03:00
XProger
831e072943 #23 water caustics, render target cache 2017-02-06 04:37:56 +03:00
XProger
40378ebd20 #23 fix water for WebGL support 2017-02-03 07:36:27 +03:00
XProger
7abd204a5e #23 water 2017-02-03 07:01:13 +03:00
XProger
38934fb41a №23 global IGame interface, variable size of water texture 2017-02-02 12:27:18 +03:00
XProger
6ee2aa68cf #23 waterCache manager, waterfall drops and splashes; #8 increase view distance to 40 cells; 2017-01-30 05:53:51 +03:00
XProger
1a8e61e05e #23 water shader, fixed simulation step, caustics 2017-01-27 02:56:24 +03:00
XProger
80552ff1b5 #25 fix VAG decoder sound "clicks" 2017-01-21 19:06:13 +03:00
XProger
4d655dc972 closed #13 pitch & gain support, fix volume value 2017-01-19 03:50:48 +03:00
XProger
c187fe5fe0 #23 test planar water refraction, reflection and caustics 2017-01-11 11:41:35 +03:00
XProger
9a39676ef5 #23 water surface rendering (parallax-corrected cubemaps) 2017-01-07 01:32:13 +03:00
XProger
3c1bbcf53a #3 fix high jump to hang; #22 fix activation by trigger; 2017-01-02 03:05:56 +03:00
XProger
acb31d366e #8 PSX cutscenes support 2016-12-31 02:56:01 +03:00
XProger
b0e380e064 #8 remove unused code 2016-12-30 04:11:05 +03:00
XProger
3024695438 #15 fix 2016-12-30 04:09:30 +03:00
XProger
ed2329bbcd #8 increase cutscene camera lerp threshold 2016-12-30 04:05:38 +03:00
XProger
c7f1226295 #15 Windows reading level and soundtrack name from command line 2016-12-30 03:33:01 +03:00
XProger
d52b478e31 #8 playing cutscenes, #23 hide shadow from back of walls 2016-12-30 02:29:11 +03:00
XProger
97b8898cb2 #8 cutscene animation sequence 2016-12-29 13:56:57 +03:00
XProger
5df5ec8a60 #3 fix hands free effect 2016-12-29 02:45:47 +03:00
XProger
297255e3bd #3 cutscenes fix, draw weapon animation command 2016-12-29 02:39:02 +03:00
XProger
4c41cacef0 #15 WebGL level selector 2016-12-29 00:15:15 +03:00
XProger
687db8a01a #16 transform meshes by quaternion & pos instead of matrix 2016-12-28 01:18:12 +03:00
XProger
d1bd39abfd #23 specular on wet Lara 2016-12-27 03:32:21 +03:00
XProger
ec67b2ee79 #23 considering luminosity in downsample filter 2016-12-26 05:40:29 +03:00
XProger
3bb21d5536 #15 WebGL turn off multisampling 2016-12-25 16:07:32 +03:00
XProger
916700fc0f #23 ambient cache, shadow attenuation, merge model into one mesh, merge room and static mesh into one mesh (reduce count of DIPs by ~x10 times) 2016-12-25 16:06:52 +03:00
XProger
2cd339138b #23 environment reflections for crystals (cubemaps) 2016-12-22 03:37:49 +03:00
XProger
69e4f8e962 #16 matrix array in the shader (for entities), do not recalc joints more than one time per Game::render (in multipass case) 2016-12-22 00:06:13 +03:00